Maps
Maps are assembled at mission start rather than hand-placed. Each level ships a fixed set of chests plus a pool of empty loot slots, and the generator fills a number of those slots that depends on how many players are in the run.
| Map | Placed chests | Loot slots | Solo total | Four-player total | Bonus XP | Unlocked by |
|---|---|---|---|---|---|---|
| Area 41 | 30 | 147 | 81 | 91 | 150 | THE GREAT MARAUDER SECRET |
| Canyon | 40 | 85 | 91 | 101 | 150 | Available from the start |
| Desert | 19 | 82 | 70 | 80 | — | Available from the start |
| Far Far North | 50 | 126 | 101 | 111 | — | THE PAPA MARQUETTE 1225 |
| Far West | 44 | 88 | 95 | 105 | — | Available from the start |
| Hellfire | 67 | 105 | 118 | 128 | 150 | THE EVILEST OF ALL EVIL OF DARKNESS |
| Jungle | 85 | 110 | 136 | 146 | — | THE PAPA MARQUETTE FILES |
| Woodlands | 25 | 119 | 76 | 86 | 150 | TO THE WOODLANDS WE GO! |
Points of interest
Every map has twelve interest slots, thirteen on Hellfire. The generator fills two of them with machines drawn from a pool of three, then rolls a 30% chance to place the third. So on any map, in any run:
- Exactly two of the three machines70%
- All three30%
- Any one machine appearing76.7%
The three are the Anvil, the Refiner and the Copy Press. No map favours any of them: the pool lives on the generator's defaults and no map overrides it.
Where the numbers come from
Placed chests and loot slots were counted by listing the actors saved in each level file.
Generated chests come from BP_Manager_MapGenerator.F_SpawnLootChests, which
shuffles the loot slots and fills them up to the value of the curve
C_PlayerAmount_LootChests. The loop is inclusive of its bound, so it places one
more chest than the curve value.
Redwood has a level file and loot slots but no row in the map table, so it cannot currently be selected. It may be unreleased content.
Saloon is the hub rather than a mission map, so it has no chest census.